Sails Full of Stars

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Sail of Stars

s full

A WORLD OF
ADVENTURE FOR

Don Bisdorf
This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks guys!

INSIDERS
Alan Bartholet Christopher eneko zarauz Jason Blalock Jon-Pierre Gentil Marshall Smith Nick PK Stephen Rider
Alexander Keane Gunning Eric Bontz Jason Cotton Jordan Dennis Marty Chodorek Nick Bate Randy Oest Thom Terrific
Alexander R. Christopher Stilson Eric Willisson Jason F Broadley Juanma Matt and Nykki Nick Reale Richard Bellingham Tim L Nutting
Corbett Dan Moody Frank Jeff Craig Barranquero Boersma Nicola Urbinati Richard Ruane Timothy Carroll
Andrew Sier Daniel Frédéri POCHARD Jeremiah McCoy Katie Berger Matt Anderson Nicolas Marjanovic Rick Troy Ray
Anne-Sylvie Betsch Daniel Gallant Garrett Rooney Jeremy DeVore Tremaine Matthew Orwig Osye Pritchett Rick Jakins Tyler Hunt
Antero Garcia Daniel Linder Gavran Jeremy Tidwell Katie Ramsey Matthew Broome Pablo Martínez Riggah Will Goring
Arjun Comar Krauklis Giuseppe Jim Hart Keith Stanley Matthew Dickson Merino Robert Hanz William J. White
Arlo B Evans David Dorward D’Aristotile Jim Nicholson Ken Matthew Whiteacre Patrick Ewing Robert Kemp William Lee
Brett Abbott David E Ferrell Glenn Mochon Jin Shei Ken Ditto Micah Davis Patrick Rod Meek William McDuff
brian allred David Ellis Graham Joakim Kenji Ikiryo Michael Bowman Mueller-Best Roger Edge Woodrow Jarvis Hill
Brian Chase David L Kinney Graham Wills Johannes K. Kieren Martin Michael Cambata Paul Shawley Ryan Singer Zach
C. J. Hunter David Reed Griffin Mitchell Rasmussen Laura Michael Dean Paulo Rafael Sanchit
C.K. Lee David Starner Haakon John Beattie LeSquide Hannah Guariglia Sarah Vakos
Cerity Demian Buckle Thunestvedt John Black LilFluff Michael Green Escanhoela Scott Hamilton
Charlton Wilbur Dustin Evermore Harry Lewis John Rogers Luke Green Michael Pedersen Pavel Zhukov Sean
Chris Edgardo A Montes James F Thunberg John Rudd MAINGUET Francois Michael Shumate peter burczyk Sean O’Dell
Christian Svalander Rosa Jamie Smith John Wyatt Marc Mundet Mitchell Evans Peter Gates Sean Smith
Edward MacGregor Jason Jon Mark Morgan Ellis Philip Nicholls Selene O’Rourke

ADVENTURERS
Adam Gutschenritter Caleb Figgers Dianne Howard M Thompson John Buczek Leonardo Paixao Mikey Rishi Stephen Holder
Adam M. Coleman Carl McLaughlin Didier Bretin Ian Charlton John Clayton Lester Ward Misdirected Mark Rob Voss Stephen Hood
Adam Makey Carl-William Dillard Ian Noble John Fiala Lisa Hartjes Productions Robb Neumann Stephen Waugh
Aidan Grey Carlos Martín Dirk Methner Ian Stanley John Halsey Lisa M Mishy Stellar Robert Bersch Steve Discont
Al Billings Charles Evans Don Arnold Indi Latrani John Hawkins Lobo Mitch Christov Robert Biskin Steve Gilman
Alan Phillips Charles Kirk Don Bisdorf Irene Strauss John Hildebrand Loren Norman Mitchell Smallman Robert Daines Steve Kunec
Alan Timothy Rogers Chip Dunning Doug Blakeslee Isaac Carroll John Lambert Lowell Francis Mook Robert Rees Steve Radabaugh
Alan Twigg Chirag Douglas Ismael John Petritis Luca Agosto Naomi McArthur Robert Rydlo Steven Code
Alex Norris Chris Caporaso Doyce Testerman J. Brandon Massengill John Portley Lucas Bell Nathan Barnes Robert Zasso Steven D Warble
Alexander Chris Heilman Drew Shiel Jack Gulick John Taber Lukar Nathan Reed Rocco Pier Luigi Steven desJardins
Alexander Gräfe Chris Jourdier Duane Cathey Jackson Hsieh John Tobin M Kenny NekoIncardine Rodrigo Steven K. Watkins
Alexander Permann Chris Kurts Duncan Jacob John William McDonald M. Alan Thomas II Nessalantha Roger Carbol Steven Markley
Alexis Lee Chris Lock Dylan Sinnott Jake Linford Johnathan Wright m.h. Nicholas Pilon Ron Blessing Steven sims
Alistair Chris Mitchell Earl Butler Jake Rides Again Jon Rosebaugh Manfred Nicholas Sokeland Ron Müller Stuart Dollar
Allan Bray Chris Nolen Eben Lindsey Jakob Hallberg Jon Smejkal Marc Nick Townsend RoninKelt Svend Andersen
Alloyed Christian Lajoie Ebenezer Arvigenius James Jonas Matser Marc Kevin Hall Nikke Roy Tabletop Audio
Andrew Betts Christoph Thill Edgar Schmidt James Boldock Jonas Richter Marcel Lotz Noel Warford Roy LaValley Teresa O
Andrew Dacey Christopher Allen Edward Sturges James Endicott Jonathan Marcel Wittram Olav Müller Ruben Smith-Zempel Terry Willitts
Andrew Grant Christopher Nobles Eirch Mascariatu James Husum Jonathan Marcus Oliver Scholes Ryan C. Christiansen Tevel Drinkwater
Andrew Loch Christopher Smith Adair Elsa S. Henry James Marston Jonathan Dietrich Mario Dongu Olivier Nisole Ryan D. Kruse The Roach
Andy Arminio Christopher W. Dolunt Elsidar Amhransidhe James Rouse Jonathan Finke Marius Orion Cooper Ryan Gigliotti Thomas
Angus MacDonald Chuck Emmanuel James Schultz Jonathan Hobbs Mark Owen Duffy Ryan Lee Thomas Balls-Thies
Anthony Popowski Cody Marbach Enrique Esturillo Cano James Stuart Jonathan Korman Mark A. Schmidt Owen Thompson Ryan Olson Thomas Erskine
Anthony Wright Cole Busse Eric I James Winfield Jonathan Perrine Mark Diaz Truman Pablo Palacios Samuel Steinbock-Pratt Thomas Maund
Antoine Pempie Colin Eric Poulton Jamie Wheeler Jonathan Rose Mark Harris paolo castelli Samwise Crider Thomas Ryan
Arlene Medder Colin Matter Eric Steen Jan Stals Jonathan Young Mark Mealman Paolo Cecchetto Sarah Williams Thomas Wilkinson
ArthurDent Craig Andera Erich Lichnock Janet Jordan Deal Mark Widner Patrice Hédé Schubacca Tim
athalbert Craig Mason Erik Jared Hunt Jose A. Markus Haberstock Patrice Mermoud Scot Ryder Tim
Aviv Craig Wright Erik Ingersen Jason Joseph Formoso Markus Schoenlau Patrick Gamblin Scott Acker Tim Popelier
B. Bredthauer Curt Meyer Ernie Sawyer Jason Bean Josh Rensch Markus Wagner Paul Scott Dexter Timo
Barac Wiley Cyrano Jones Etienne Olieu Jason Best Joshua Marley Griffin Paul Arezina Scott Diehl Timothy Seiger
Bastien Daugas Dain Ezekiel Norton Jason Heredia Joshua Martin Cumming Paul Bendall Scott Greenleaf Todd Estabrook
beket Dan Behlings Fábio Emilio Costa Jason Lee Waltman Joshua Martin Deppe Paul Olson Scott Martin Todd Grotenhuis
Ben Howard Daniel Byrne Fabrice Breau Jason Mill Joshua Ramsey Martin Terrier Paul Rivers Scott Puckett Tony Ewing
Benjamin Cush Daniel Chapman FelTK Jason Pasch Joshua Reubens Mason Paul Stefko Scott Thede Torolf de Merriba
Benjamin Wandio daniel hagglund Florent Poulpy Cadio Jason Tocci JP Mathias Exner Paul Yurgin Scott Underwood Travis
Benjamin Welke Daniel Kraemer Florian Greß Javier Gaspoz Juan Francisco Matt Clay Pavel Panchekha Scott Wachter Travis B.
Bill Daniel Ley Frank Jayna Pavlin Gutierrez Matt Landis Pete Sean M. Dunstan Trevor Crosse
Björn Steffen Daniel M Perez Frank Beaver Jean-François Robillard Julien Delabre Matthew J. Hanson Peter Griffith Sean Smith Tyson Monagle
Blake Hutchins Daniel Maberry Frank G. Pitt Jeff Vincent Jürgen Rudolph Matthew Miller Peter Hatch Sean Smith Udo Femi
Bo Bertelsen Daniel Markwig Frank Jarome Jeffrey Boman Justin Matthew Price Peter Kahle Sergio Le Roux Urs Blumentritt
Bo Madsen Daniel Taylor Frédérick Périgord Jeffrey Collyer Justin Beeh Matthew Whalley Peter Woodworth Seth Clayton Victor Allen
Bob Darren Lute Gabriel Whitehead Jens Justin Hall Matti Rintala Phil Groff Seth Hartley Ville Lavonius
Bob Hiestand Dave Galen Pejeau Jens Alfke Justin Thomason Max Philipp Pötz Shadowmyre Kalyn Vincent Arebalo
Brad Davies Dave Joria Garrett Jere Krischel Kaarchin Max Kaehn Philippe Marichal Shai Laric Vladimir Filipović
Brad Robins David Garrett Jones Jeremy Karl Maurer Mel White Philippe Saner Sharif Abed Volker Mantel
Bradley Eng-Kohn David Bellinger Gary Anastasio Jeremy Glick Karl Naylor Michael Phillip Webb Shawn Warren P Nelson
Brandon Metcalf David Bowers Genevieve Jeremy Hamaker Kenny Snow Michael Piers Beckley Simon Browne Wayne Peacock
Brandon Wiley David Buswell-Wible Geoff Jeremy Kear Kent Snyen Michael Porter Williams Simon Brunning Wes Fournier
Brandt Bjornsen David Fergman Geoffrey Jeremy Kostiew Kesh Michael Barrett Purple Duck Games Simon White William Chambers
Brendan Clougherty David Goodwin Gian Domenico Facchini Jeremy Wong Kevin Flynn Michael Bradford R R Clark Simon Withers William Johnson
Brendan Conway David Griffith Glynn Stewart Jerico Johnston Kevin Li Michael Brewer R. Brian Scott Sion Rodriguez y WinterKnight
Brent Ritch David Maple Gozuja JF Paradis Kevin Lindgren Michael D. Blanchard Rachael Hixon Gibson Wulf
Brett Ritter David Millians Graham Meinert Joanna Kevin McDermott Michael D. Ranalli Jr. Ralf Wagner Sławomir Wrzesień Xavier Aubuchon-
Brian Bentley David Morrison Greg Matyola Joe KevIn oreilly Michael Hill Ralph Miller Sophie Lagace Mendoza
Brian Creswick David Olson Gregg Workman Joe Patterson Kevin Payne Michael Hopcroft Randall Orndorff Spencer Williams Yonatan Munk
Brian Koehler David Rezak Gregory Fisher Joe.D Kevin Veale Michael McCully Raun Sedlock Stefan Feltmann Z Esgate
Brian Kurtz David Silberstein Gregory Hirsch Joel Beally Kris Vanhoyland Michael Mendoza Raymond Toghill Stefan Livingstone Zeb Walker
Brian S. Holt David Stern Gustavo Campanelli Joel Beebe Krista Michael Thompson Red Dice Diaries Shirley Zed Lopez
Bruno Pereira Davide Orlandi Hans Messersmith Johannes Oppermann Krzysztof Chyla Mighty Meep Remy Sanchez Stephan
Bryan Declan Feeney Heather John Kurt Zdanio Miguel Renzo Crispieri Stephan A. Terre
Bryan Gillispie Denis Ryan Herman Duyker John Kyle Mike de Jong Richard Greene Stephanie Bryant
Bryan Hilburn Derek Mayne HFB John Larry Hollis Mike Devonald Richard Lock (Mortaine)
Bryce Perry Devon Apple Hillary Brannon John Bogart Leif Erik Furmyr Mike Vermont Richard Warren Stephen Figgins
SAILS FULL
OF STARS
A WORLD OF
ADVENTURE FOR

WRITING & ADVENTURE DESIGN


DON BISDORF
DEVELOPMENT
ROB DONOGHUE
& MIKE OLSON
EDITING
JOSHUA YEARSLEY
PROJECT MANAGEMENT

SEAN NITTNER
ART DIRECTION
MARISSA KELLY
LAYOUT
FRED HICKS
INTERIOR & COVER
ARTWORK
ELISA CELLA
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
www.evilhat.com • [email protected]
@EvilHatOfficial on Twitter
facebook.com/EvilHatProductions
Sails Full of Stars
Copyright © 2015 Evil Hat Productions, LLC and Paul Stefko.
All rights reserved. First published in 2015 by Evil Hat Productions, LLC.
10125 Colesville Rd #318, Silver Spring, MD 20901.
Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC. All rights reserved.
No part of this publication may be reproduced, stored in a
retrieval system, or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this
thing, they can. This is “express permission.” Carry on.
This is a game where people make up stories about wonderful, terrible,
impossible, glorious things. All the characters and events portrayed in this
work are fictional. Any resemblance to real people, sailors, spacefaring
technology made out of silk and moon rocks, alchemists, Martians, or
steampunk sailing spaceships is purely coincidental, but kinda hilarious.
CONTENTS

Acknowledgments............................................................................. 3

Prologue............................................................................................. 3

A Sea of Stars..................................................................................... 4

A Brief History of the Solar System................................................ 5

The Great Powers.............................................................................. 6


France...............................................................................................................6
The Ottoman Empire...................................................................................6
China..................................................................................................................6
The Unconquered.........................................................................................7

Beyond Earth...................................................................................... 8
The Rheus........................................................................................................8
Venus.................................................................................................................9
Mars....................................................................................................................9
Jupiter...............................................................................................................9
Europa...............................................................................................................9
Io.........................................................................................................................9
Fortuna...........................................................................................................10
Dragons..........................................................................................................10

Science............................................................................................... 11
Lunite (Moonstone)..................................................................................... 11
Phlogiston....................................................................................................... 11
Prometheum (Black Fire, Gun Oil)........................................................ 11
Rheosilk........................................................................................................... 11

New Skills and Stunts......................................................................12


Alchemy......................................................................................................... 12
Sail.................................................................................................................... 14
Other Skills and Stunts............................................................................. 15

Rheoships..........................................................................................18

A Sailor’s Life...................................................................................20
Common Equipment................................................................................20
Extraterrestrial Environments...............................................................20
Sky Harbors................................................................................................... 21
Asteroids........................................................................................................ 21
Rheostorms................................................................................................... 21
Rheoships as Characters................................................................ 22
Rheoship Aspects...................................................................................... 22
Rheoship Skills............................................................................................ 22
Rheoship Stunts......................................................................................... 23
Rheoship Milestones................................................................................. 23

Planetary Travel .............................................................................. 24

Crew ................................................................................................. 26
Crew Actions............................................................................................... 26
Crew Combat.............................................................................................. 26

Rheoship Combat............................................................................ 28
Running the Conflict................................................................................. 28
Other Actions During Ship Combat.................................................... 29
Rheoship Consequences and Conditions.........................................30

Secrets of the Red Planet................................................................31


Jiujiang........................................................................................................... 32
The Martian Ruins...................................................................................... 32
Death Ray!....................................................................................................34
Leaving Jiujiang..........................................................................................40
The Tunnels..................................................................................................40
The Tower.....................................................................................................43
Rheostorm!...................................................................................................46
Betrayal..........................................................................................................48
Extra Subplots............................................................................................49
ACKNOWLEDGMENTS
I’d like to thank my playtesters for taking the first steps into this universe:
Mary Lynn Gregory, Tom Martin, Ken Newkumet, James Monroe, Dave
Asman, Jason Roder, Lindee Keller, Terry Willitts, German Sanders, and
David Drazkowski. May the winds always be with you.

PROLOGUE
It’s June 15, 1850. You’re on Mars. And you’re late.
Your rheoship’s hold is full of asteroidal ore, precious raw materials that
the alchemists and metallurgists of Earth will pay dearly for. Your creditors
in Saint Petersburg expect this shipment in fifteen days, and will cancel your
debt if you deliver on time. But if you are as much as a day late, they will
declare you to be in default, which could result in the seizure of your ship and
a long stay in debtor’s prison.
You would be on your way to Earth now if your ship’s atmosphere refresher
hadn’t started to fail, forcing you to stop at a Martian port for maintenance.
Your crew had nearly completed the repair when the colonial governor
announced that the sky harbor was closed, forbidding any ships from landing
or departing.
The governor’s soldiers claim to be searching for a fugitive, but you’ve heard
crew members of other ships speculate that the governor is simply inventing
a pretext to seize cargo and demand bribes. It seems certain that, soon, some
impatient captain will defy the soldiers and anti-air guns by making a run for
freedom—and as your deadline draws nearer, you wonder if that fleeing ship
will be yours.
When a shadow rises into the sky over the port city, you look up to see
that someone else has chosen to be the first to test the port’s defenses and the
governor’s wrath. You watch as the rheoship floats free of the sky harbor, its
phlogiston-powered propellers humming, as it tries to gain as much altitude
as possible before the crews of the anti-air guns receive their orders to fire. But
it seems as if those orders will never come, as the rheoship ascends, and the
guns remain silent…
Then, a flash—a bright green ray cuts across the sky. Where is it coming
from? It looks as if something in the nearby Martian ruins is projecting it—
has an eons-old machine of the long-dead Martians reawakened?
The crew of the fleeing rheoship has only a few seconds to ponder the mys-
tery. The green beam slides across the horizon until it strikes the ship, and
you hear a whine, almost a scream. The ship’s wooden hull turns gray, then
black—and then the entire vessel collapses into a cloud of fine dust, dispersing
in the thin Martian air.
The killing ray disappears and the port is silent, with only a fading smudge
in the sky as evidence that a hundred sailors were just erased from the universe.
You suspect that you are not going to meet your deadline.

SAILS FULL OF STARS 3


A SEA OF STARS
Sails Full of Stars takes place in the middle of a nineteenth century that never
happened. It’s a world where merchant and military vessels unfurl their sails
in the vacuum of space. Engineers construct fantastic machines, and alche-
mists push the boundaries of chemistry and mortality. Colonists of asteroid
belts watch nervously for pirate raiders. And if you’re sailing out beyond the
orbit of Jupiter, you might catch a glimpse of a dragon swimming through
the starry void.
This world can be described as steampunk, where the capabilities of sci-
ence are much different than in our own world. These leaps of technology
have changed the course of history, dividing dominance of the solar system
among three Great Powers: the French Empire, the Ottoman Empire, and
the Chinese Empire. Each strives to tip the balance of power by establishing
extraterrestrial colonies, by investing in technological breakthroughs, and by
employing the traditional tools of diplomacy and espionage.
In Sails Full of Stars, your characters are traders, naval officers, privateers,
pirates, and anyone else seeking adventure throughout the solar system. They
might be loyal to one of the Great Powers, or they might be working purely in
their own interests. They might be charismatic ship captains, gifted navigators,
keen-eyed gunners, or brilliant alchemists.
You’ll find rules here for creating a character, with all the skills and stunts
you’ll need for a game of Sails Full of Stars, as well as rules for conducting ship-
to-ship battles and boarding actions. You’ll also find a sample scenario to get
your characters started on their travels through the solar system.

4 FATE: WORLDS OF ADVENTURE


A BRIEF HISTORY OF THE SOLAR SYSTEM
1074 – According to Chinese legends, in this year a dragon gives the secret
of rheosilk to the scholar-official Shen Kuo. Combining this with his earlier
discovery of a lunite deposit near the capital city, Shen Kuo constructs the
first rheoship.
1234 – The Mongol invasion forces the Jin dynasty to abandon support of
its extraterrestrial colonies. The lunar colonists are able to return to Earth on
their own, but the Venusian colonists have no ships capable of a return flight.
When China returns to Venus two centuries later, they can find no trace of
their lost colony.
1424 – Admiral Zheng He returns from the first successful expedition to har-
vest gases from Jupiter.
1577 – Taqi ad-Din Muhammad ibn Ma’ruf ash-Shami al-Asadi uses one of
the Ottoman Empire’s earliest rheoships to observe the passage of the Great
Comet of 1577.
1639 – Martine Bertereau and her husband discover a large lunite deposit
in France. The French government moves swiftly to exploit this priceless
resource, but offers Bertereau no reward. When she demands compensation,
the government imprisons both her and her husband, charging them with the
crime of witchcraft. Both die in prison.
1665 – The French Extra-Terrestrial Company deposits twenty settlers on
Venus, establishing France’s first off-planet colony.
1812 – Napoleon’s conquests east of Europe come to an end when the engines
of his airships falter in the cold of a Russian winter.
1846 – Johann Gottfried Galle leads a French expedition to locate and explore
the planet of Neptune, whose existence had previously only been deduced by
mathematical prediction.

SAILS FULL OF STARS 5


THE GREAT POWERS

France
France’s recent political and scientific revolutions have dramatically improved
its fortunes. Napoleon’s genius put the resources of Europe under French con-
trol, and France’s alchemical advancements have extended the range of French
ships and the power of French guns. France is therefore enjoying the fruits of
a new colonial age, realizing rapid gains in wealth and extraterrestrial territory.
The French government has dismantled the structures of nobility through-
out Europe in the name of social equality. In many cases, the government
has seized the ancestral lands of these former earls and barons, redistributing
the property according to “the needs of the state.” This has provoked deep
resentment among the ex-nobility, especially as their lands have been given to
favored government officials.
France’s holdings include all of Europe, from the United Kingdom in the
west to Poland in the east. France also controls some territory in North Africa,
including Algeria and Morocco.

The Ottoman Empire


The Ottoman Empire’s position as the Earth’s greatest political power was
dealt a severe blow by Napoleon, and this defeat seems to signal the beginning
of the empire’s decline. Still, the Empire holds more territory on Earth than
either of its rivals, and with its vast resources it is quickly repairing its deficien-
cies. Though Ottoman ships are not as well designed as Chinese ships, and
Ottoman alchemy is not as puissant as French science, Ottoman navigational
tools, charts, and techniques are unsurpassed.
Ottoman territory extends from Romania and Egypt in the west to the
Punjab in the east.

China
China was the first nation on Earth to achieve flight beyond Earth’s atmosphere.
Its extraterrestrial colonies are the oldest and most prosperous, and its rheo-
ship crews benefit from centuries-old wisdom and traditions. Unfortunately,
China’s initial dominance of the heavens led to arrogance, and then to stagna-
tion. They have ignored the progress of the other Earthly powers, and they
have neglected their own scientific efforts, allowing the Ottomans and the
French to close the technological and colonial gap. China still considers the
realms beyond Earth as their sovereign territories, and they regard extraterres-
trial expansion by other nations with a mixture of disgust, anger, and horror.
China has directed its energies toward colonizing other planets, not toward
conquering its Earthly neighbors. Its borders match those of our own 19th-
century China.

6 FATE: WORLDS OF ADVENTURE


The Unconquered
The Age of Princes in Ethiopia is coming to an end as Kassa Hailu restores
monarchical control over the divided regions of the country. He will soon
find himself in conflict with those who prey on Africa to feed the slave trade.
Having lost its European neighbors to Napoleon’s conquests, Russia main-
tains a wary peace treaty with France.
The United States has remained in the wings of the global stage for now.
Though it has the wealth and scientific know-how to become a major player,
its internal divisions—possibly encouraged by outside influence—will soon
threaten its stability.
Brazil’s strong atmospheric navy keeps the fleets of other nations at a safe
distance, and their respect for democracy and civil liberties has earned the
respect of Europeans and Americans alike.
The French conquest of Britain allowed India to regain its independence. To
safeguard its sovereignty, the South Asian power is now trying to develop its
own lighter-than-air fleet as quickly as possible.

SAILS FULL OF STARS 7


BEYOND EARTH
After centuries of exploration, it’s certain that no planet in the solar system
is better suited to human life than Earth. Comfortable gravity, breathable air,
tolerable temperatures—why would anyone ever leave?
…For wealth, of course. For the lunite deposits of Earth’s moon, or the
precious gases of Saturn, or the rare ores of Io. For the exotic vegetation of
Venus, from which Earth derives miracle cures and fashionable perfumes. For
the ruined cities of Mars, which colonists excavate for materials Earth cannot
manufacture, and for mysteries that scientists one day hope to solve.
The Great Powers have established colonies throughout the solar system so
they can harvest these commodities. Rheoships bring supplies to the inhab-
itants of these hostile worlds, and return with holds full of riches for their
parent empires.
These transport vessels are tempting targets for pirates, who sell captured
goods, ships, and even prisoners in accommodating ports on Earth and else-
where. The Great Powers send out naval patrols to protect friendly vessels,
and contract privateers to hunt for unprotected ships belonging to their rivals.

The Rheus
The rheus is an invisible force that permeates all space. Most matter is unaf-
fected by the rheus, but rheoresistant materials react as if the rheus were a
moving fluid. Picture a piece of driftwood dropped into a fast-moving river.
The river will sweep the driftwood along in the direction of its current. When
the river empties into a lake, the current slows, and the driftwood slows as
well. The rheus acts in the same fashion as the river, accelerating or decelerat-
ing the rheoresistant object until it is moving at a given speed and direction,
depending on the local rheus characteristics.
Note, though, that the rheus does not provide buoyancy or lift; instead,
rheoships use a counter-gravitational material known as lunite to achieve
flight. Once a ship is free of the bonds of gravity, it can harness rheus forces
with its rheosilk sails to carry the craft where it needs to go.
The rheus has different layers, referred to as “pitches.” The rheus at one pitch
might seek to move objects northward quickly, whereas the rheus at another
pitch might move objects eastward slowly. These forces vary from location to
location, and they change over time. Through extensive measurement and
calculation, space travelers have learned to chart and forecast patterns of rheus
forces across the solar system.
A ship’s mainsails are tuned to a pitch known to produce high velocities,
while the keelsails are tuned to a pitch that produces low velocities. The
mainsails generate acceleration; the keelsails generate drag. Changing the ori-
entation of these sails allows the ship to change directions and to tack, much
as an ocean-going vessel does.

8 FATE: WORLDS OF ADVENTURE


Venus
Beneath its oppressive clouds, Venus is hot and humid, uninhabitable by
humans near the equator, but endurable at other latitudes. Most of the
planet’s land masses are covered with thick jungles, whose canopies can reach
thousands of feet above ground. These upper canopies are knit so tightly that
colonists have not bothered to explore underneath, instead choosing to build
their homes and storehouses on platforms constructed across sturdy branches.
The indigenous organisms of Venus are not friendly to humans. Most plants
are poisonous, most animals are venomous, and the jungles generate an array
of deadly, contagious illnesses. Venusian residents and visitors rely on alchemi-
cal treatments to keep them well, but Venus seems to devise new ailments as
fast as doctors can devise cures.

Mars
Ancient ruins scattered across the barren surface of Mars are evidence of a
great civilization that rose and fell eons before human eyes first saw the light of
the Red Planet. The Great Powers establish colonies near these ruins so their
colonists can harvest exotic materials from the deserted cities, while state-
sponsored scientists study the mysteries of the lost Martians.

Jupiter
The gaseous depths of Jupiter are rich in the raw materials needed to produce
valuable alchemical products. To harvest these materials, specially designed
“gas drinker” ships dive into Jupiter’s clouds, scoop and filter the polychro-
matic gases there, and climb back up to safety. Gas refineries in orbit wait
to receive and process these gases, then render out the precious elements to
supply Earth’s alchemists. Working on a gas drinker is risky, but the profits
can be substantial.

Europa
Jupiter’s icy moon is the home of the Winter Palace, home away from home
for France’s government officials. For two months out of the year, the impor-
tant elements of the French government relocate here, ostensibly to be closer
to France’s critical gas refineries. More likely is that Europa is far less crowded
and far less accessible than Paris, which allows visiting officials to pursue their
recreations with more privacy than on Earth.

Io
Currently, France has exclusive control over Io and her rich mineral deposits.
The moon’s atmosphere is violent and unbreathable, and most French mines
here are crewed by prison laborers who live in underground shelters.

SAILS FULL OF STARS 9


Fortuna
This hollowed-out asteroid is a port unclaimed by any government. It provides
supplies, repair facilities, and various forms of entertainment to pirates, pri-
vateers, and private merchants. Fortuna’s governor is a man commonly called
“the Pasha,” though he also uses the name Mahmud. Through diplomacy and
deals, he has kept Fortuna neutral and relatively safe. His four wives provide
the financial savvy to keep Fortuna profitable, living in luxurious seclusion
with their arithmetic mills and the Pasha’s ledgers.

Dragons
Vast space-going creatures, dragons are encountered only rarely by travelers
from Earth. Their wings are rheoresistant, providing them propulsion in space.
They are telepathic and possess knowledge far beyond human understand-
ing. The reaction an Earth vessel might receive upon being discovered by a
dragon is unpredictable. Some dragons might ignore it, some might pause
for conversation, and some might destroy it with only the merest effort. The
Chinese regard dragons with reverence; the Ottomans believe that dragons
are a menace to be exterminated; the French regard dragons as a marvelous
scientific curiosity.
The truth—unknown to any human being—is that dragons have inhabited
our solar system for millions of years. An individual dragon might live as long
as a hundred centuries. They have no gender; instead, they reproduce asexu-
ally by laying eggs on suitable planets. A dragon might lay a single egg during
the course of its life, two if it is particularly prolific. These eggs, which resem-
ble purplish-pink iridescent stones three feet in diameter, gestate for centuries
before hatching. The young dragon will immediately seek the freedom of the
vacuum, where it will grow by feeding off the subtle energies of the cosmos.
There are close to thirty dragons in our solar system currently, and though
they remain physically separated, they can communicate telepathically
from opposite sides of the system. They spend their long lives observing the
universe, giving them scientific knowledge far beyond the dreams of human-
ity. Their attitude toward humans varies from amusement and curiosity to
annoyance and hostility. Most avoid humans when possible—there are more
significant topics to hold their attention—but a few have decided to play
a game amongst themselves by interfering with human culture. The gift of
rheosilk to humanity was but an early move in this game, which may take a
millennium or more to play out.

10 FATE: WORLDS OF ADVENTURE


SCIENCE

Lunite (Moonstone)
The anti-gravitational properties of lunite have been known to humanity
since before written history. The substance acquired the name “moonstone”
because of the mistaken belief that the moon must have been made entirely
of the material; after all, what else could possibly keep the moon from falling
to Earth? This misconception persists today among the undereducated, rein-
forced by the discovery of rich lunite deposits on the moon, though they make
up an insignificant fraction of the moon’s total mass.

Phlogiston
The process for producing phlogiston gas was one of alchemy’s earliest tri-
umphs. Highly compressible and flammable, phlogiston can be used as a
compact and energetic fuel for combustion engines. The gas is pale green and,
when ignited, produces a green fire.

Prometheum (Black Fire, Gun Oil)


Prometheum is an ore that is scarce on Earth but more abundant on other
extraterrestrial bodies. It combusts in powder form, and when alchemically
refined into an oil, it is a potent explosive. Modern artillery and personal
firearms use oil of prometheum as propellant.

Rheosilk
The Chinese were the first to learn the process for manufacturing rheosilk.
Chinese legend states that the formula was given to an early aerial explorer
by a benevolent dragon. Within Earth’s atmosphere, air resistance is sufficient
to cancel the influence of the rheus upon rheosilk; in the vacuum, though,
rheosilk sails can propel spacegoing vessels at prodigious speed.

SAILS FULL OF STARS 11


NEW SKILLS AND STUNTS
Use the skill list from Fate Core for Sails Full of Stars, but remove the Drive
skill and add two new skills: Alchemy and Sail.

Alchemy
Alchemy is the science of combining materials and chemicals in order to
produce other materials and chemicals with new properties. Alchemists can
produce poisonous gases, potent acids, healing elixirs, luminescent fluids,
and other useful mixtures. They cannot achieve true transmutation, such as
transforming lead into gold, though many frauds are willing to sell fictional
techniques for accomplishing this.
Alchemy is also the study of biological processes, including health, illness,
aging, and recovery. All modern medical treatment requires the practice of
alchemy. Even the preparation of folk remedies and botanical cures is a basic
form of alchemy. Competent diagnosis and treatment of ailments requires
specialized study, so characters must have the Doctor stunt (page 13) if
they wish to help others recover from physical consequences.

ALCHEMY IN PRACTICE
To create an alchemical mixture, an alchemist needs access to three
things:

• Tools: flasks, burners, pipes, and retorts.

• Materials: liquids, powders, metals, and crystals.

• Time: Anywhere from a few minutes (to produce a simple acid)


to several years (to produce a breakthrough in alchemical sci-
ence). Typically, an alchemist can produce a simple alchemical
mixture—such as a one-use gas bomb or a vial of antivenom—in
less than an hour.

To set the difficulty of an Alchemy roll, consider not only the mag-
nitude of the task to be accomplished, but also the tools, materials,
and time available. When a character must work with a limited set
of tools, or with poor quality materials, or in a rush, increase the
difficulty.

12 FATE: WORLDS OF ADVENTURE


You can use Alchemy to overcome a variety of obstacles
OOvercome:
where alchemical knowledge would be useful. For instance, you could
mix an acid to dissolve a sturdy lock, or you could determine the components
of an unknown alchemical mixture. Alchemy is useful for overcoming medi-
cal obstacles as well, and it can be used to remove aspects of a medical nature.
an Advantage: When you have alchemical supplies and tools
CCreate
on hand, you can create advantages. For instance, you could mix a gas
and release it into a guardhouse, leaving the soldiers inside Quite Sleepy. Or
you could distill an elixir which gives an ally Liquid Courage.
In addition, you can provide your allies with mixtures, which they can
later use to create advantages on their own. When your ally uses the mixture,
you roll Alchemy to create the desired aspect. Your ally might need to roll to
deliver the mixture, such as Shoot to throw a flask or Stealth to pour a vial
into someone’s drink.
If you wish to create alchemical weapons, such as acids or explosives, you
can do so by creating an advantage. You or your allies could then use the free
invokes granted by the advantage you created to improve their attacks.
You cannot use Alchemy to attack directly. If you wish to apply
AAttack:
your alchemical knowledge and supplies to damage a specific obstacle—
for instance, trying to dissolve a sealed metal box—that is better represented
as an overcome action.

DDefend: You cannot normally use Alchemy to defend.


Alchemy Stunts
I’ve Drunk Worse: You’ve grown accustomed to toxic fumes and chemical
burns. You can use Alchemy to defend against attacks and aspects involving
poisons, toxins, and other chemicals.
Doctor: Your alchemical studies include treating the ailments of the human
body. You can roll Alchemy to allow another character to begin recovering
physical consequences. Characters who have Alchemy at Average (+1) or
higher can provide you with teamwork bonuses on recovery rolls, even if they
don’t have the Doctor stunt.

SAILS FULL OF STARS 13


Sail
The practice of sailing a rheoship requires competence
in reading navigational charts, using instruments to
determine one’s position in the solar system, measur-
ing the local rheus currents, and setting the sails to
produce the desired course and speed.
While you are navigating a rheo-
OOvercome:
ship, the GM may ask you to roll an overcome
action to determine how quickly the vessel arrives at
its destination. This roll can be modified by stunts
belonging to the navigator and by the ship itself.
If you fail an overcome roll with Sail and want
to succeed at a cost, you can choose to damage the
ship as your cost. In this case you’re pushing the ship
past its limits, causing its structure or mechanisms to
suffer. By default, a minor cost produces a situation
aspect, such as Engine Stalled Out, and a major cost
produces a consequence, such as Torn Mainsails.
an Advantage: A ship’s navigator can
CCreate
roll Sail to put the vessel in an advantageous
position relative to an enemy vessel. The enemy’s
navigator actively opposes this roll by using Sail. See
Rheoship Combat on page 28 for more information
on this.
You can use Sail to try to ram an
AAttack:
enemy vessel, as described in Rheoship Combat.
Defend: A ship’s navigator can defend with
DSail against Shoot or Sail attacks made by
enemy vessels, or against enemy Sail rolls used to
create an advantage.

Sail Stunts
Superior Tactics: When it comes to naval battles,
you’ve seen every trick in the book. +2 when actively
opposing Sail rolls to create positional aspects.
Second Star to the Right: Charts and arithmetic
mills will never replace the instincts of a good navi-
gator. +2 to Sail overcome rolls to improve the speed
of a journey.

14
Other Skills and Stunts
Several Fate Core skills have additional uses in Sails Full of Stars, as listed below.
We also give a few sample stunts.

Athletics
Characters with higher Athletics will have an easier time getting around in
zero-gravity environments.
No Gravity? No Problem: While in zero gravity, you receive +2 to any roll to
move between zones or to move extra zones in a single action.
Freefall Wrestling: While in zero gravity, you can use Athletics instead of
Fight to make unarmed, hand-to-hand attacks against an opponent.

Crafts
Ship crews use Crafts to maintain and repair their vessels.
A Finely Tuned Machine: When you stack an advantage by invoking one
of your engineering-related aspects, and give it to an ally using your ship’s
equipment to perform an action, you grant that ally a +3 bonus instead of
the usual +2.
Miracle Worker: Once per session, after you succeed on a Crafts roll to begin
recovering a ship’s consequence when outside combat, you can spend a fate
point to immediately remove the consequence.

Deceive
The art of deception can be a useful—if not necessarily honorable—talent for
a ship’s captain.
Subtle Signaling: By understanding the relationship between lantern signals
and the hexagrams of the I Ching, you can construct signals that carry hidden
significance. To understand the hidden message, an observer must have the
Subtle Signaling stunt or must successfully overcome with Lore, opposed by
your Deceive.
The Finest Snake Oil: You’ve learned enough scientific jargon to convince
people that the flasks of colored vinegar you’re selling are elixirs of youth or
miracle cure-alls. +2 to Deceive while trying to convince someone that you’ve
produced a remarkable feat of alchemy.

SAILS FULL OF STARS 15


Lore
Though modern weapons have transformed the face of warfare, the insights of
past battlefield masters such as Sun Tzu and Carl von Clausewitz are critical
for the education of any commander.
Eightfold Formation: From your study of battle formations, you know how
to arrange your troops for any situation. During crew combat, you can use
Lore instead of Will to benefit units under your command. See the Fate System
Toolkit (page 167) for a list of these benefits.
Empty Fort Strategy: Your knowledge of armies and warfare allows you to
construct a convincing illusion on the battlefield. You can use Lore instead of
Deceive to create a plausible but untrue situation aspect on a zone. Creating
this aspect requires enough time before the enemy arrives to arrange the scene
appropriately—creating false tracks, propping up rifles in windows, and so
forth.
For instance, you might place Well Garrisoned on an empty building, or
Bristling with Traps on an otherwise ordinary road. Enemies who see your
illusion attempt to overcome using Notice, with a difficulty equal to the shifts
of your Lore roll used to create the illusion. Any enemies who fail this action
will believe the aspect is true, and will act accordingly.

Notice
An experienced commander looking down on a battlefield will see more than
blood and chaos. A true strategist will see opportunities, weaknesses, and—
above all—the guiding hand of the opposing general.
We Have Already Won: Before a physical conflict begins, if you have advance
knowledge of the area in which the battle will take place, and you have the
opportunity to discuss tactics with allies, you can use Notice to create an
aspect on a single zone without actually being there. This aspect represents
the benefits of planning and scouting, such as Coordinated Ambush or We’ll
Hold Them At This Pass. You can use this stunt for crew battles and for con-
flicts between individual characters.
It’s A Trap!: +2 to Notice to detect hidden aspects, such as Concealed
Trenches or Snipers Watching, on any zone you can see.

Provoke
Fear and anger can be effective tools for driving a crew to perform extraordi-
nary feats.
Have At Them, You Dogs!: You keep your troops motivated in combat by
bellowing a constant stream of colorful, inventive, and multi-lingual insults.
You can use Provoke instead of Will to benefit units under your command
during crew combat. See the Fate System Toolkit (page 167) for a list of these
benefits.

16 FATE: WORLDS OF ADVENTURE


Iron Grip: Your crew is too afraid of you to keep any secrets from you. You
can use Provoke instead of Empathy to detect changes in the crew’s mood or
to discover any secrets or plots the crew is hiding from you.

Rapport
A charismatic leader can remove a crew’s fear, doubts, and fatigue with a few
well-chosen words.
Follow Me To Glory!: You are an inspiring presence on the battlefield. You
can use Rapport instead of Will to benefit units under your command during
crew combat. See the Fate System Toolkit (page 167) for a list of these benefits.
Good Show!: When you show approval of a job well done, you encourage
your allies to achieve greater success. Once per scene, if an ally successfully
creates an advantage, you can grant another free invoke on the same aspect
if you are close enough to issue encouragement or congratulations. This does
not require an action.

Shoot
Napoleon himself started as an artillery officer, and used the firepower of his
cannons to devastate his enemies.
Hit Them Where It Hurts: When you successfully attack a rheoship, you
choose—rather than the defender—whether the ship must absorb the attack
with ship consequences or crew conditions. The target chooses which specific
consequences or conditions to use.
Warning Shots: a well-timed volley of cannon fire can discourage enemy ships.
Once per exchange, you can use Shoot to oppose an enemy ship’s attempt to
create a position aspect against any ship.

Will
A ship’s captain must be decisive and determined, or else risk losing the faith
of the crew.
Master and Commander: Once per scene, when your crew or battle unit per-
forms a single action under your command, you can substitute your Will for
any skill the crew or unit would have used. This Will roll cannot be improved
with teamwork bonuses.
One With the Ship: Your sweat and blood keeps the ship going in the worst
circumstances. When the ship would take a consequence, your character can
instead choose to take an equivalent consequence.

SAILS FULL OF STARS 17


RHEOSHIPS
In atmosphere, the rheosails do not propel the ship. Air turbulence would
damage the sails, and rheus forces are weak compared to planetary grav-
ity. Instead, phlogiston-powered propellers provide the necessary thrust to
maneuver the vessel while in atmosphere. When the propellers are in use, the
sail masts and spars fold back along the ship’s hull, collapsing the rheosails to
keep them safe.
Since rheus forces alone cannot free a rheoship from a planet’s gravity, a
ship always carries enough lunite in ballast chests to cancel the ship’s weight,
plus additional lunite to compensate for cargo. Ideally, this leaves a ship with
negative weight. The contents of these ballast chests are frequently more valu-
able than any other commodities the ship might carry, not only because lunite
is rare and expensive, but also because entering any significant gravity well
without lunite ballast would end in a fatal crash.
In order to land, a rheoship uses its propellers to maneuver close to the
ground, where it releases mooring lines. Harbor crew then secure these lines
to mooring posts or any available stable point. Once the ship is fixed, the
ship’s crew deploys the landing struts, then retracts the mooring lines, lower-
ing the ship until it is held down firmly atop its landing struts.
Neither the sails nor the propellers are appropriate for making small adjust-
ments in position, as might be necessary to bring two vessels close together
without colliding. For these precise movements, rheoships use small jets of
ignited phologiston. These produce only small amounts of thrust, so they are
useless for interplanetary travel.
A ship’s navigation equipment includes an arithmetic mill attached to an
armillary sphere, used to calculate the positions of planets and moons and to
work out orbits and trajectories. Navigators also use glass spheres containing
rheoresistant chemicals for sounding, the process of measuring rheus forces at
various pitches to find favorable currents and to forecast rheostorms.
Large rheoships may carry cutters, which are small pressurized craft
propelled by phlogiston jets. Sailors use cutters to carry passengers and envi-
ronment-sensitive cargo. A single pilot is sufficient to operate a cutter, and
the craft can transport up to ten passengers in comfort or twenty passen-
gers shoulder-to-shoulder. Smaller vessels do not carry cutters, so their sailors
must use pressure suits whenever leaving their vessel or transferring cargo in
vacuum.
Rheoships only experience gravity while they are within a planet’s gravity
well. When in orbit or drifting, they are in freefall. Rheus currents provide
acceleration, which tends to push crew and cargo toward the stern of the vessel.
To deal with these inconsistent forces, sailors install ropes and handholds
throughout the vessel, which let them to get from place to place regardless of
which direction is “down.”

18 FATE: WORLDS OF ADVENTURE


The gun decks are double-hulled. Prometheum-powered cannons protrude
from the inner hull, with any gaps between the barrel and hull sealed with
flexible rubber. Nearby each cannon is a reinforced glass aiming port. Shutters
in the outer hull conceal the cannon barrels and the aiming ports, presenting
a peaceful appearance when the ship is not in combat.
Ships communicate with each other and with harbor facilities by using
chemical lanterns, which produce flashes of light bright enough to be seen in
daylight. These lanterns were first used by Chinese sailors, who devised the
signaling language that sailors of all nations have now used for centuries. This
language is best suited for communicating ship-related concepts, such as navi-
gation instructions, requests for assistance, or the status of ship’s equipment,
but in experienced hands it can also express a wide array of subtler concepts.

SAILS FULL OF STARS 19


A SAILOR’S LIFE

Common Equipment
A pressure suit is the most important piece of equipment a crewman owns.
Pressure suits are made of alchemically treated leather, with rubber joints and
metal seals. Helmets are large, rectangular metal cages set with reinforced
glass viewports. Built-in cylinders of air refreshment chemicals maintain the
oxygen concentration and temperature. Small chemical bubbles built into the
helmet visually indicate the air quality and pressure outside the suit. When in
vacuum, speaking to a comrade is only possible by touching helmets together
so that the metal and glass conducts the vibration of your speech. Since radio
technology is unknown, crewmen must use hand signals to communicate at
a distance.
In places where the atmosphere is merely thin—such as on the deserts
of Mars—a crewman can leave the pressure suit behind and instead use a
breathing mask. A tube runs from the mask to a cylinder of air refreshment
chemicals, usually worn on a belt. These chemicals are effervescent and pro-
duce a faint but continuous bubbling sound when working correctly. For
this reason, crewmen refer to air refreshment cylinders as “bubblers” or “soda
bottles.”
For personal defense, the most common sidearm is a repeating pistol, a
semi-automatic weapon with a magazine of shells mounted in front of the
trigger. Simply opening a hole in an enemy’s pressure suit will be either fatal
or likely to consume the attention of the suit’s occupant, though, so many
crewmen also like to carry piercing or cutting weapons such as knives, light
swords, or axes.

Extraterrestrial Environments
The conditions on the planets and moons beyond Earth, and in the measure-
less void of space, are inconvenient to humans—that is, when they are not
downright hostile. Most often, treat these hazards as situation aspects, such
as Hard Vacuum or Poisonous Mists. You can compel these aspects to create
complications at dramatically appropriate moments, such as: “Because you
are lost in the Plague-Filled Jungles of Venus, it makes sense that you would
develop a Mysterious Dizziness. You’re going to want to get to an alchemist
as soon as possible.”
You can also use the local environment as inspiration when choosing con-
sequences, as in: “She shot me for a 3-shift hit, so I’ll take Slow Leak in My
Pressure Suit as a moderate consequence.”

20 FATE: WORLDS OF ADVENTURE


Sky Harbors
A sky harbor is a flat, clear area of land with marked squares—known as
“slips”—where rheoships can land and moor. When approaching a sky harbor,
a rheoship uses its signal lanterns to request landing permission from the har-
bormaster’s tower. The tower will respond by directing the ship to an empty
slip. At small harbors, this is a straightforward operation. At larger harbors,
with dozens of ships approaching or departing at any given time, careful coor-
dination between pilots and the harbormaster is necessary to avoid disaster.
Difficult conditions such as fog or storms can make safe landing impossible;
in these cases, harbormasters typically put a halt to all traffic unless an emer-
gency arises.

Asteroids
Though navigators have recorded the orbits of hundreds of asteroids, millions
more do not appear on any charts. When a ship travels to the asteroid mining
colonies, the vigilance of its lookouts is as important as the sure hand of its
navigator. A mile-wide rock appearing suddenly from the darkness can put a
quick end to a simple ore-hauling voyage.
Even with all this danger—or perhaps because of it—an uncharted asteroid
is a perfect place to hide something. Pirates use asteroids for hideouts and
treasure caches, and the Great Powers use them for secret lookout stations and
supply posts.

Rheostorms
A rheostorm is a violent disturbance of the rheus, usually lasting anywhere
from an hour to a day, though some rare storms have raged for a full week.
Appearing as complex ripples of purple light, rheostorms are harmless to most
physical objects, but interact violently with rheoresistant materials such as a
ship’s rheosails. When a rheostorm approaches, ships typically retract their
sails and coast along on momentum until the storm passes. If a ship’s sails are
up when a storm hits, the force of the storm can throw the ship off course,
bend the masts, or shred the sails. A skilled crew can attempt to ride out the
storm with their sails up, but the risk is rarely worthwhile.
Rheostorms are large enough to engulf planets, though only ships in orbit
would be endangered. Strong gravitational forces cancel the effects of a rhe-
ostorm, protecting ships closer to the planet’s surface. Well-equipped sky
harbors use their own sounding equipment to watch for coming rheostorms
and will issue warnings when appropriate.

SAILS FULL OF STARS 21


RHEOSHIPS AS CHARACTERS
Rheoships have aspects, skills, and stunts, just like regular characters. If the
players start the game in command of—or serving aboard—their own ship,
take some time to discuss the ship’s origins and history so you can decide what
statistics to assign it.
Rheoships come in three sizes: small, medium, and large. A ship with no
stunts is considered small, which means that it carries 20 guns and 100 crew,
and up to 300 tons of cargo. To increase a ship’s size, take the Medium Ship
and Large Ship stunts (page 23). For every step in size difference between
two ships, the larger ship receives +1 to attack and defend against the smaller
ship in combat.

Rheoship Aspects
Every rheoship has a high concept and a crew aspect. The high con-
cept is a brief description of the ship as a whole, such as Poorly Repaired
Merchantman or Intimidating French Warship. The crew aspect describes
the makeup and personality of the crew, such as Merciless Pirate Scum or
Patriotic but Inexperienced.
A vessel controlled by the players starts with 3 additional aspects, for a total
of 5. Important NPC vessels may also have additional aspects in proportion
to the significance of the vessel to the story.

Rheoship Skills
Skills associated with a rheoship represent the proficiencies of its crew. Choose
these skills only from the following list:
Athletics Notice Shoot
Craft Provoke Stealth
Fight Sail Will

For an NPC vessel, use the guidelines in Fate Core (page 214) for giving
skills to nameless NPCs. Don’t use the guidelines for supporting and main
NPCs; only use those guidelines when making important non-ship NPCs.
For the starting PC ship, give it the skill levels for an Average, Fair, or Good
nameless NPC, depending on what makes sense for your story.
When the ship’s crew performs a task, use the crew’s skill rank. However, if
a character takes direct command of the crew while they’re performing the
task, use the character’s skill rank instead. In this case, the character must
participate in the task alongside the crew, and the character cannot contribute
to any other tasks simultaneously. Only one character can take command of
a given task at once, and other characters cannot provide teamwork bonuses.

22 FATE: WORLDS OF ADVENTURE


Rheoship Stunts
Stunts represent special equipment aboard ship or innate features of the ship
itself. A ship controlled by the players gets 1 free stunt. Rheoships do not have
fate points or refresh.
Medium Ship: This is a frigate-sized ship, carrying 40 guns, with a capacity
of 250 crew members and 750 tons of cargo.
Large Ship: This is a ship of the line, carrying 80 guns, with a capacity of 600
crew members and 1800 tons of cargo. This ship is also large enough to carry
two phlogiston-jet cutter boats. To purchase this stunt, the ship must already
have the Medium Ship stunt.
Fine Sails: High-quality rheosilk provides better resistance to the rheus, which
produces higher maximum speed. The ship’s navigator gains +2 to Sail when
determining travel times or racing other vessels.
Maneuverable: The mechanisms operating the ship’s sails have been improved.
The crew gains +2 to Sail rolls to gain or remove positional aspects during
combat.
Long Guns: Lengthened barrels and expanded prometheum chambers extend
the range of the ship’s guns. As long as the ship can maintain an At Long
Range aspect between itself and its opponent, it gains an ongoing +2 to
defend against attacks from that opponent. The At Long Range aspect can
still be invoked as normal.
Chain Shot: Firing lengths of chain from the ship’s guns gives a better chance
of inflicting serious damage to enemy sails. The ship gains +2 to Shoot when
attempting to create a negative aspect on a target representing damaged sails.
False Hull: Cleverly built into the ship’s structure, this hidden space can store
a small amount of cargo, less than 5% of the ship’s total cargo tonnage. Add
+2 to the opposition to any attempts to find the hidden cargo.
Ramming Prow: A reinforced, sharply pointed prow allows the ship to deliver
a ramming attack while minimizing harm to itself. When delivering a ram-
ming attack, the ship receives +2 to defend itself against the damage from this
attack. See Rheoship Combat (page 28) for more information on this.

Rheoship Milestones
If your characters own or serve aboard a ship, the ship gets a milestone when
the characters do. The rheoship milesone is like a character milestone, with
two exceptions:
First, rheoships do not have refresh. At any major milestone, one player
may spend a point of refresh to buy a single stunt for the ship.
Second, the skill cap for the ship’s crew is always one rank below the skill
cap for the characters.

SAILS FULL OF STARS 23


PLANETARY TRAVEL
To determine the travel time between two points in the solar system, use the
following chart:

Asteroid Belt

Same Orbit
Neptune
Mercury

Uranus
Jupiter

Saturn
Venus

Earth

Mars
Mercury - 6/1 10/1 13/1 16/1 20/1 25/1 27/1 30/1 6/1
Venus 6/1 - 10/2 13/2 16/2 20/2 25/2 27/2 30/2 12/1
Earth 10/1 10/2 - 13/2 16/2 20/2 25/2 27/2 30/2 10/1
Mars 13/1 13/2 13/2 - 16/3 20/3 25/3 27/3 30/3 26/1
Asteroid Belt 16/1 16/2 16/2 16/3 - 20/4 25/4 27/4 30/4 1–32/1
Jupiter 20/1 20/2 20/2 20/3 20/4 - 25/5 27/5 30/5 40/1
Saturn 25/1 25/2 25/2 25/3 25/4 25/5 - 27/6 30/6 50/1
Uranus 27/1 27/2 27/2 27/3 27/4 27/5 27/6 - 30/7 54/1
Neptune 30/1 30/2 30/2 30/3 30/4 30/5 30/6 30/7 - 60/1
Cross-reference the two planets you’re traveling between. If your origin or
destination is not listed, use the planet or orbit closest to it. The number
before the slash is the base travel time in days, and the number after the
slash is the variance. This variance represents ever-changing influences such as
orbital positions and rheus forces.
Roll four Fate dice, multiply the die roll by the variance number, and add
the result to the base time to get the expected travel time.

After resupplying in Peking, you’ve received orders to guard Chinese


gas-drinker vessels around Jupiter. Consulting the chart, you see
that the base travel time from Earth to Jupiter is 20 days, with a
variance of 2 days. You pick up the dice and roll -2. Multiplying this
by the variance of 2 days gives -4 days, and subtracting 4 days
from the base travel time gives an expected travel time of 16 days.
You’ll be staring into the great red eye of Jupiter in about two and
a half weeks.

Moving between a planet and its moon, or between moons belonging to the
same planet, has a base time of 24 hours with a variance of 1 hour.

24 FATE: WORLDS OF ADVENTURE


When moving between two distant points in the same orbit, such as two
different asteroids in the asteroid belt, use the last column of the chart. To rep-
resent the distance between the two points, choose a base travel time between
1 day and 32 days, the listed base travel time, then roll against a variance of 1
day to represent shifting rheus forces. The minimum travel time after adjust-
ing for variance is 1 day. A travel time of 32 days means that the two points
are on opposite sides of the solar system.

A little math will show that these times aren’t proportional to


the actual distances between the planets. The chart isn’t meant
to represent real-world distances; it’s meant to produce travel
times consistent with the fiction and flavor of the setting. You
can blame any apparent discrepancy on the peculiarities of
rheus forces.

The ship’s navigator can accept the ship’s travel time as is, or can attempt
to hasten the ship’s arrival by charting a new course, rolling Sail against a
Mediocre (+0) difficulty. Failure indicates that the new course was poorly
planned, and increases the travel time by one-third. On a tie, the travel time
increases by one-fifth. For a success, use the same travel time, and on a success
with style, decrease the travel time by one-third. The modified travel time is
final and will only change due to circumstances outside the players’ control,
such as a rheostorm or a pirate ambush.

SAILS FULL OF STARS 25


CREW

Crew Actions
The ship’s crew includes general hands as well as officers who fill any roles
the PCs haven’t. The crew can perform any ship duty on their own, includ-
ing navigating and plotting courses, operating the sails and guns, repairing
damage, keeping lookout, operating signal lanterns, transferring cargo, and
so forth. When the crew performs a task on their own, they roll actions using
their own skill rank .
If a PC takes direct command of the crew to perform a specific task, roll
using the PC’s skill rank. In these cases, the PC must be actively involved in
the task alongside the crew. The crew can perform any reasonable number of
tasks at the same time, with or without PC leadership, but any one PC may
only take command of one task at a time.

Bailey orders the ship’s guns to fire. He decides to lead the gun
crew, so he uses his own Shoot rank instead of the crew’s Shoot
rank. Shortly after, the ship is damaged by return fire, and Bailey
wants to lead the repair effort. To do this, he gives up command of
the gun crew. When the guns are fired again, the crew operates the
guns, using their own Shoot rank.

You may wish to invent names and backgrounds for some NPC crew mem-
bers, but you don’t need to choose skills for these characters—they have the
skills and skill ranks as the rest of the crew.

Crew Combat
When running battles with large portions of the crew, such as ship-to-ship
boarding actions, use the mass combat rules from the Fate System Toolkit (page
163) with the modifications in this section.
At the start of the battle, divide friendly and enemy forces into units of
equal size, such as five or ten combatants per unit. Create enough units so that
each player can command at least one unit, but without creating too many
units to track easily. If the units have fewer than five combatants each, run
the battle as a normal conflict, not a mass combat, and group nameless NPCs
together using the mob rules from Fate Core (page 216).
Next, determine the statistics for each unit. Units composed of ship’s crew
will have the skills and the crew aspect associated with their ship. For non-
crew units, just assign skills as appropriate using the templates for nameless
NPC’s. Units have no stress boxes and 1 mild consequence. If you’re using
maps or other props, use a two-sided counter to represent each unit. When
a unit takes a mild consequence, flip the counter over. When it is taken out,
remove the counter from the battlefield.

26 FATE: WORLDS OF ADVENTURE


During the battle, you can combine units into groups. A group of units
acts as a single unit, combining their skills using the teamwork rules from
Fate Core (page 174). The entire group can benefit from having a leader as if
it were a single unit. However, if you roll Will to remove a consequence from
your troops, remove a consequence from one unit in your group, not from all
the units in your group.
Multiple characters can attach themselves to a unit group, but only one
attached character can serve as the group’s leader. Attached characters who are
not leaders can invoke their aspects on behalf of their unit, and can engage
enemy leaders in single combat, but they cannot perform any of the other
functions of a leader.
Units use Fight to attack enemies in the same zone, and use Shoot to attack
enemies in distant zones. Attacked units defend against Fight with Fight or
Athletics, and defend against Shoot with Athletics. When a group takes shifts
from a successful attack, the player controlling the group chooses how to
assign those shifts among the comprising units and attached characters.
A unit cannot prevent another unit from entering its zone. However, a unit
entering a zone with an enemy unit cannot leave that zone until the next
exchange. Also, whenever a zone contains opposing units, any of those units
can overcome using Fight to move an enemy unit into an adjacent zone. The
target can oppose this action with Fight or Athletics.
At the end of the combat, take note of which units are uninjured, injured,
and taken out. After combat, injured units immediately recover and become
available for duty. If any crew members are taken out, each character with
the Doctor stunt can roll Alchemy once against a Mediocre (+0) difficulty to
attempt to prevent the crew members from dying. Characters with Alchemy
at Average (+1) or higher can provide teamwork bonuses to these rolls, even
without the Doctor stunt. Each shift preserves the life of ten crew members.
Any crew members who were taken out and not healed with Alchemy will
perish.

SAILS FULL OF STARS 27


RHEOSHIP COMBAT

Running the Conflict


Before combat begins, each ship’s navigator must roll Sail to create an aspect
indicating its position relative to the other vessels. For example:
• The Asteroid Is Between Us
• We Have the Weather Gage
• Closing to Gun Range
The navigator may be any PC or NPC crew member who is on or near the
bridge of the ship at the beginning of the conflict. To determine the order
that the ships create their aspects, compare the Notice ranks of the navigators,
just as you would to determine turn order during a normal exchange. When
declaring each aspect, state which ships it affects. Each of these ships can
actively oppose this attempt by rolling Sail.
You may wish to use index cards to represent individual ships and positional
aspects. For a positional aspect between two ships—such as In the Pirate’s
Blind Spot—place a card between them, drawing arrows as desired to show
motion or targeting. For one that affects multiple opponents—such as We’re
Leaving Them Far Behind—place the card near the ship creating the aspect
and note on the card which ships it affects.
Certain activities can only occur once per ship in each exchange: maneu-
vers, repairs, gunnery, and signaling. All four of these activities can occur
simultaneously. The PCs can directly command any of these activities, one
activity per PC, or the crew can execute any number of these activities on their
own, as described in the “Crew Actions” section. When the crew performs an
activity on their own, use their own Notice to determine their place in the
turn order; when a PC takes command of an activity, use that PC’s Notice
instead.
Maneuvers: To alter a position aspect, the ship’s navigator rolls overcome
using Sail. Any ships affected by the altered aspect can actively oppose with
Sail. Successfully changing the position aspect removes the prior aspect and
grants one or two free invocations or a boost on the new aspect, as per the
usual rules for creating an advantage.
You can attempt to create a position aspect between your ship and several
other ships at once. In this case, each of those ships actively and indepen-
dently opposes you. Assign the new aspect to each ship that fails to oppose
your action.

28 FATE: WORLDS OF ADVENTURE


Ramming a ship requires two exchanges. On the first exchange, your ship’s
navigator rolls Sail to create a Bearing Down On the Enemy position aspect
targeting an enemy ship, which can actively oppose with Sail. While this
aspect exists, your ship’s navigator can attack with Sail to ram the targeted
ship, which defends with Sail. If the attack is successful, determine damage as
usual, and then roll Sail again to defend your own ship against your own ram
attack. If you do not successfully defend, damage your own ship as normal. If
your defense ties your attack, the resulting boost goes to the enemy ship you
rammed; if you took out the ship you rammed, the boost goes to an enemy
of the GM’s choice.
Repairs: The ship’s crew can roll Craft to attempt to remove damage-related
aspects from the ship. During a conflict, the crew cannot attempt to recover
damage-related consequences, but they can create aspects to represent tem-
porary repairs, such as Held Together with Twine and Hope or We Didn’t
Need That Gear Anyway. Any character on the ship can invoke a temporary
repair aspect in response to an opponent invoking a consequence on the ship.
Gunnery: A ship can fire its guns at a single target per exchange. This can be
represented as an attack action or create an advantage action, attempting to
create an aspect on an enemy ship, such as Shredded Sails. The targeted vessel
can defend or actively oppose, as appropriate, using Sail.
Signaling: Once per exchange, a ship can transmit a single message using its
signaling lanterns. To judge whether a message can be sent during a single
exchange, assume that signaling speed is roughly similar to that of Morse
code—about forty words per minute. Normally, signaling does not require a
roll, but it does use the signaling character’s action for the exchange.

Other Actions During Ship Combat


Characters who are not taking command of the four main ship activities listed
in the prior section may take other actions during the conflict as desired and
necessary. For instance, while a ship-to-ship battle is raging, the PCs might
also need to defend themselves against a swarm of Uranian ice spiders loose on
the ship, or they might need to negotiate with a saboteur who has barricaded
herself in the ship’s magazine with a box of matches and the vessel’s store of
prometheum.
You can divide up ship decks and compartments into zones to resolve con-
flicts occurring inside a ship, such as a munity or a boarding action. Zones
within a ship have no bearing on ship-to-ship conflict, including taking com-
mand of the crew.

SAILS FULL OF STARS 29


Rheoship Consequences and Conditions
When a ship takes shifts of damage, the defender may absorb them using ship
consequences, crew conditions, or both.
Consequences represent battle damage, mechanical failures, and other
persistent problems with the ship. Rheoships can take the usual three conse-
quences—mild, moderate, and severe.
Conditions represent crew casualties or missing crew members. The Fate
System Toolkit explains how to use conditions on page 18. The following con-
ditions are available for a ship’s crew:
• Bruised: 1 point
• Battered: 1 point
• Light Losses: 2 points
• Light Losses: 2 points
• Heavy Losses: 4 points
• Heavy Losses: 4 points
The Bruised and Battered conditions are fleeting: remove them as soon as
the crew has time to rest and dress their wounds. The Light Losses and Heavy
Losses conditions are sticky: you can only remove them after you replace the
lost crew members. Each Light Losses condition represents a loss of one-tenth
the ship’s maximum crew, while each Heavy Losses condition represents a loss
of one-quarter the maximum crew.
If you are deliberately sailing with less than a ship’s maximum crew—
because you’ve sent some of the crew off on a raiding mission, for instance, or
because you’ve captured a merchant ship and only sent a few crew members
to sail it—you must take a combination of Light Losses and Heavy Losses
conditions to cover the missing crew. If you can’t take enough conditions
to cover the shortfall—that is, if you have less than three-tenths the ship’s
full crew—you cannot mount a competent defense in battle. If you enter a
combat situation, your ship is immediately taken out.
To begin recovering a consequence that represents damage to the ship, you
must roll Repair against the consequence in question, as normal. This task
requires several hours of in-game time, and must occur while the ship is not
involved in combat.
On a successful Repair roll, rename the consequence to reflect the ongo-
ing repairs. For example, Gaping Hole in the Hull might become Hastily
Patched-Over Breach. After the appropriate amount of game time passes,
remove the consequence.
GMs, you may wish to limit the number of consequences and conditions
that an unimportant NPC ship can take, just as you would for a nameless or
supporting NPC.

30 FATE: WORLDS OF ADVENTURE


SECRETS OF THE RED PLANET
In this adventure, the player characters are officers and crew aboard the Half
Moon, an independent trading vessel. The crew of the Half Moon are mostly
Arabic, though the PCs can be any nationality they wish. They are docked at
the sky harbor of Jiujiang, a Chinese colony on Mars.
The PCs must return to Earth in fifteen days in order to pay off a loan from
the Bank of St. Petersburg. The ship’s hold is full of asteroidal ore, which
should be sufficient to cover the debt, but bank officers are not patient people.
If the PCs cannot return to Earth before the deadline expires, the bank will
declare the loan to be in default. Since the bank has an excellent business
relationship with each of the Great Powers, the PCs might find themselves
under arrest the moment they land in any legitimate port after the deadline
is up. The PCs would then be sent to debtor’s prison, their ship and cargo
confiscated to cover the bank’s losses.
The Half Moon stopped at Jiujiang, rather than continuing on to Earth,
because the ship’s atmosphere refresher chemicals started to spoil unexpect-
edly. The crew landed on Mars so that they could flush out, clean, and refill
the refresher tanks. Now that the system is clean, it’s safe for the Half Moon to
depart, but the governor has declared the harbor closed.
Tell the players that their charts indicate a thirteen-day flight from Mars to
Earth, based on current orbital positions. This means they have two days to
get off Mars in order to reach Earth on time. With a good Sail roll, they might
be able to trim some time off of this, but that’s a gamble.
Also tell the players that the aspect The Debt Is Due affects the entire adven-
ture, and that you can compel this aspect to drive the players to take risks and
make haste in order to return to Earth on time.

Half Moon
High Concept:
Patched-Up Trading Sloop
Crew Aspect:
Experienced Sea Hands
Other Aspect:
The Debt Is Due

SKILLS
Good (+3): Sail
Fair (+2): Fight
Average (+1): Shoot, Athletics

SAILS FULL OF STARS 31


Jiujiang
Aspects: Dust and Poverty, What Is the Governor Up To?
Jiujiang is a Chinese settlement, located two miles away from the ruins
of a large Martian city. The population, roughly a thousand colonists, con-
sists mostly of laborers and their families. Workers employed by the governor
dig through the ruins twelve hours a day, harvesting materials and curiosities
that might be valuable. The shops that sell supplies to the laborers are also
controlled by the governor, ensuring that he eventually gets back the meager
wages he pays his laborers.
Gravity on Mars is light, and the air is thin. Visitors unaccustomed to
the atmosphere will need to carry soda bottles (see “Common Equipment”)
and wear breathing masks when outdoors. Shops and government buildings
are kept pressurized, but the houses of common citizens are not. The gover-
nor issues breathing equipment to all laborers, but overcharges them for air
refresher chemicals, so citizens learn to do without.
Although the laborers live in Dust and Poverty, the governor, Fu An, lives
comfortably. He gives his laborers less supplies and lower wages than he
reports to China, keeping the difference for himself to fund a side business
in commodity trading. He is happy to trade with well-behaved pirates and
smugglers, providing a safe port of call for vessels that might be shot out of the
sky elsewhere. He defends himself against unruly guests and unhappy labor-
ers with a force of 200 soldiers and six ground-to-air guns, issued to him by
China for the purpose of maintaining control over the nearby ruins.

Jiujiang Soldier
High Concept:
Because the Governor Ordered It

SKILLS
Average (+1): Fight, Shoot

STRESS
None

The Martian Ruins


Aspects: Colossal and Collapsed, Buried Secrets
The ruins are a mile-wide sprawl of shattered, weather-worn buildings con-
structed of thick, semi-transparent crystal. A few tall towers remain intact, but
most of the structures are damaged and filled with wind-blown Martian sand.
The ruins are located at the intersection of seven dry Martian canals, which
suggests that this was once a hub of Martian commerce.

32 FATE: WORLDS OF ADVENTURE


Fu An, Governor of Jiujiang
High Concept:
Self-Serving Colonial Official
Trouble:
Obsessed With Martian Secrets

SKILLS
Superb (+5): Rapport
Great (+4): Resources
Good (+3): Deceive
Fair (+2): Empathy
Average (+1): Will

STUNTS
I Own This City: Use Resources in place of
Contacts when dealing with inhabitants of
Jiujiang.

STRESS
Physical 11 Mental 111

SAILS FULL OF STARS 33


Death Ray!

Fate of the Dolorosa


Begin the first scene by explaining the Half Moon’s situation and predicament.
The harbormaster will have explained to the captains of all ships in port that
the governor has closed the harbor while his soldiers search the settlement
for an escaped fugitive, an elderly European woman named Sophia Reinking.
The soldiers know that she is short, with gray hair, and has a glass left eye.
The PCs might ask additional questions. Hand out the following informa-
tion to the PCs who have the most appropriate skills and aspects:
• The Reinking family has a long lineage of accomplished alchemists,
since the Middle Ages. The family has been dying off, and Sophia is
the last of them. She was active in the alchemical community fifty years
ago, but no one knows what became of her.
• Some of the governor’s soldiers have heard a rumor that Sophia cheated
the governor in some way, but they know none of the details.
• There are five other ships in the harbor, two European and three Chinese,
all privately owned. Captain Charlotte Lafarge of the Saint Lazare has
been suggesting that all the ships might join forces, disable the ground
defense guns, and leave. The other four captains, although unhappy
about being grounded, are not yet willing to defy the governor.
Ask the players how they might be spending their time while trapped in
port. It’s okay if they immediately start hatching plans to escape. Don’t let
them waste too much time scheming, though. The object is to give them a
chance to become familiar with the situation before continuing the story.
When the PCs are ready to take action, a Chinese woman will approach
them quietly. She is about thirty and dressed in dusty laborer’s clothes. She
will identify herself as Duan Tianlin, and will ask the PCs whether they can
give her passage off Mars.
Before she can explain further, the crew of the Dolorosa, a small trading
vessel, will choose that moment to try to flee the port. The ground-to-air gun
crews watch the Dolorosa ascend, but they have received orders not to fire.
The governor has told the ranking officers that he will demonstrate a secret
weapon should any vessel attempt to leave.
When the Dolorosa is several hundred feet in the air, the inhabitants of
Jiujiang will witness the event described in the prologue: a green ray, projected
from a tower in the Martian ruins, turns the Dolorosa into ash. No one in
Jiujiang has seen anything like this before, and no one will be able to explain
it. Shortly after this, a harbor official will deliver an announcement from the
governor, declaring that any other ships that attempt to leave will meet the
same fate.

34 FATE: WORLDS OF ADVENTURE


Tianlin’s Story
After this startling event, Tianlin will tell the PCs that she is a scientist, part of
a team the governor had put together to study the machinery in the Martian
ruins. For years, the governor has wanted to reactivate some of the ancient
devices, but he had no success until he hired a Prussian alchemist named
Sophia Reinking.
After over a year of work, Sophia made some progress toward restoring an
enormous device housed in one of the intact Martian towers. She concluded
that the machine was intended to project a beam of incredible destructive
power. Fu An was elated. He saw that, if he could offer the secret of the
Martian ray to his government, he could earn the wealth and glory he had
always hoped for.
A few days ago, just before the scientific team could test the weapon, Sophia
vanished without explanation. Fu An was convinced that the alchemist had
fled to sell the secret of the device to a foreign government, so he ordered the
harbor closed. He also ordered the scientific team to prepare the weapon to
fire on any ship that left the harbor. Tianlin knew that Sophia had repaired
the weapon to operational status, but not enough for it to be safe. She and the
other remaining scientists protested, but Fu An threatened to kill them if they
did not obey his orders.
Tianlin was able to escape the ruins before the governor garrisoned his
troops around the Martian tower. She wants to leave Mars, but she knows
that no ship can leave the harbor while the Martian ray is standing guard. She
offers to show the PCs a secret tunnel into the ruins, which lead to the base
of the ray tower. Once there, she can damage the weapon so that it will no
longer fire.
If any of the PCs are suspicious of Tianlin, and they successfully overcome
using Empathy against Tianlin’s Deceive, they’ll sense that she’s holding some-
thing back. If pressed, Tianlin will admit that that she stole some gemstones
from the ruins, and was hoping to sell them when she returned to Earth. She’s
not carrying them with her—they’re hidden elsewhere in the colony—but she
will offer half of them to the PCs in return for passage.

The Truth
It’s true that Tianlin has a small bag of Martian gemstones, worth 5000 francs
on Earth. But the gems aren’t the only secret Tianlin is holding back—she is
actually Sophia Reinking.
Sophia is a brilliant alchemist, but she has never been satisfied with her
achievements. She used her skills to extend her own life as far as she could,
but she reached the point where her death was certainly less than a decade
away. She couldn’t accept this idea, though—she had so much work left to do.

SAILS FULL OF STARS 35


Sophia Reinking
(Tianlin)
High Concept: Alchemical Genius
Trouble: I Must Know Everything!
Other Aspects:
I’m Not Who I Appear to Be •
I Planned For This •
A Long Memory

SKILLS
Fantastic (+6): Alchemy, Lore
Superb (+5): Investigate, Crafts
Great (+4): Deceive, Will
Good (+3): Notice, Fight
Fair (+2): Physique, Athletics
Average (+1): Shoot, Burglary

STUNTS
I’ve Read About That!: Spend a
fate point to use Lore in place of
any other skill for one roll.
Developed Immunity: +2 when
using Physique or Will to
defend against an opponent
using Alchemy to create an
advantage.
Art of Improvisation: Ignore
any increase in difficulty to
an Alchemy roll caused by not
having the correct materials or
equipment.

STRESS
Physical 111
Mental 1111

36 FATE: WORLDS OF ADVENTURE


As a last gamble, she entered the employment of Fu An, hoping to find
inspiration in the Martian ruins. She kept the governor satisfied with trinkets
and vague promises, until she eventually found the treasure she had hoped for:
a pictographic tablet that, when she deciphered it, detailed a set of alchemical
techniques far in advance of human science.
She packed her belongings and tried to leave the governor’s mansion,
intending to leave Mars entirely, but the governor had lost patience with her.
He demanded that she provide instructions for manufacturing a copy of the
Martian disintegration ray. Sophia did not fully understand the ray’s construc-
tion, but she asked for time, and worked around the clock on a desperate
gambit.
She used the secrets of the Martian tablet to transform her own appear-
ance. She restored youth to her body, tinted her skin and hair, and molded
the flesh of her face like clay. The procedure was painful and carried the risk
of unknown side effects, but when she was done she appeared to be a much
younger Chinese woman. Since she has a deep knowledge of Chinese customs
and etiquette, and can speak several Chinese dialects without an accent, she
can carry this disguise flawlessly. She slipped out of the governor’s mansion
and set about finding a ship willing to take her off Mars.
Unfortunately, she was more successful at repairing the disintegration ray
than she’d intended, as she discovered when the ray burned the Dolorosa out
of the sky.

The Governor
For fifteen years, Fu An has been profiting from his position and his dis-
tance from any other Chinese authority. His attempts to reactivate Martian
machinery had, at first, been little more than a hobby that his more lucrative
enterprises allowed him to sustain. The arrival of Sophia Reinking changed
all of that. Where his previous experts had provided disappointment, Sophia
delivered results. Nothing earth-shaking—a few simple Martian toys and
tools—but more than anyone else had been able to accomplish, and with the
promise of greater things to come.
When she explained the potential of the Martian ray tower, he was dubious
at first, but he began to consider what he could do with that kind of power.
He told himself that the weapon was so immensely valuable that China would
forgive him any offense. He would become a true king of Mars, awesome and
invincible.
Sophia’s escape has driven Fu An mad with wrath. He is convinced that
she intends to sell the design of the Martian ray to another empire, or even
directly to the Chinese government, cutting him out of the deal. He would
rather see her dead than allow her to sell what he regards as his property. He
has ordered his soldiers and engineers to fire the ray at any fleeing ship, both
to make sure that Sophia does not escape alive, and to demonstrate his new-
found power to the universe.

SAILS FULL OF STARS 37


The Saint Lazare
Before the Dolorosa was destroyed, there were six ships in the sky harbor at
Jiujiang, including the Half Moon. Now there are five, and the largest is the
Saint Lazare, a French merchantman with a crew of 250.
The crew of the Saint Lazare has no patience for legitimate business. They
have earned their living through smuggling and piracy, with occasional
diversions into kidnapping and extortion. They are friendly enough in most
circumstances, but they are well practiced at betrayal and violence.
Fu An had sold them a shipment of silk, conveniently neglecting to charge
the usual Chinese tariff. The crew’s plan was to sell the silk on Europa, bypass-
ing the tariffs in that port as well, but the closed harbor is an obstacle between
the Saint Lazare and the deep purses of the Europan dressmakers.
Whereas the captains of the other ships at Jiujiang had been willing to wait
for the governor to open the harbor, Charlotte Lafarge was not. She told the
other captains that the governor had no right to interfere with the course of
honest commerce—or any other kind of commerce—and furthermore that
the governor was likely using the fugitive story as an excuse to demand bribes
for safe departure. She suggested that the governor’s soldiers are inexperienced,
and that their gun crews are useless, and that the ships trapped at Jiujiang
might easily escape if they worked together.
This spirit of cooperation was self-serving. She intended to place the other
ships and crews in the most dangerous positions during their mass escape,
shielding herself and her crew from harm.
Lafarge presented such a convincing picture of the weakness in Jiujiang’s
defenses that the crew of the Dolorosa attempted an escape on their own. Their
failure has left Lafarge without a plan. She is still willing to participate in a
joint attack on the ground defense guns, but the guns are no longer the main
obstacle. As soon as any ship lifts from the harbor high enough to clear the
surrounding rooftops of the settlement, the ray tower will disintegrate it.
Lafarge will refuse to lead her crew into the Martian ruins, as she is certain
they would meet the same fate as the crew of the Dolorosa. The other captains
will share the same reluctance.

38 FATE: WORLDS OF ADVENTURE


Charlotte Lafarge
High Concept: Ruthless Rheoship Captain
Trouble: So Long As I Get Paid
Other Aspects: Only Dogs and Fools Are Loyal

SKILLS
Superb (+5): Provoke
Great (+4): Deceive
Good (+3): Fight
Fair (+2): Shoot
Average (+1): Will

STUNTS
Have At Them, You Dogs!: Use Provoke instead of
Will to benefit units under your command during
crew combat.

STRESS
Physical 11 Mental 111

Saint Lazare
High Concept:
Deceptively Ordinary-Looking Merchantman
Crew: Honorless Opportunists

SKILLS
Good (+3): Shoot
Fair (+2): Sail
Average (+1): Fight, Provoke

STUNTS
Medium Ship: 40 guns, 250 crew members.
Fine Sails: +2 when using Sail to determine travel times
or race other vessels.

NOTES
The Saint Lazare is one size class larger than the Half
Moon, so it gains +1 to attack and defend against the Half
Moon in ship-to-ship combat.

SAILS FULL OF STARS 39


Leaving Jiujiang
Jiujiang is situated on the east bank of an old Martian canal, which runs
northwest to southeast. Following the canal northwest for two miles leads to
the Martian ruins. There is a wide and well-beaten path through the Martian
sands between Jiujiang and the ruins, traveled by laborers and patrolled by
soldiers. This route would be more convenient for the scavenger trade if the
settlement were closer to the ruins, but given that the ruins are an enormous
pile of unsolved mysteries, no one wants to risk living any closer to them.
Tianlin will recommend that the PCs bring lanterns and climbing equip-
ment. She expects that the tower will be guarded, though she doesn’t know by
how many soldiers. If the PCs ask the right people in town, they might find
witnesses who saw fifty soldiers march into the ruins when the governor first
declared the harbor closed.
The PCs might want to bring some of the Half Moon’s crew to the tower
to assist in the assault. The Half Moon has 100 crew members, but bringing
them all along would leave the ship unguarded—unwise, with a hold full of
valuable ore. In addition, the city soldiers would be suspicious of a large crowd
of sailors marching out of the settlement. The PCs might want to find a way
to be less obvious, such as breaking up their force into smaller teams. When
resolving the departure from the settlement, let the players’ tactics determine
what rolls to make, and use the statistics of the Jiujiang solders as a guide for
opposition.

The Tunnels
Aspects: Not Built for Humans, Unsettling Alien Atmosphere
To get to the tunnel, Tianlin must take the PCs across the canal and due
west into the empty sands. Once they are a mile south of the ruins, she will
ask the group to look around for a stone building. All the PCs can roll Notice
or Investigate to spot the building, which is nearly the same color as the sand
it is partially buried under.
The building is a cube, twenty feet on each side, with a circular door cover-
ing most of the south face. The lowermost five feet of the door is buried in
sand. Just above the buried lower edge, Tianlin will find a slot that accepts an
item she is carrying, a three-inch-wide purple metallic plate. When she inserts
and removes the plate, the door will descend into the ground.
The interior of the building is vacant, and instead of a floor there is a smooth
stone ramp, descending northward. Tianlin will explain that she has reached
this point before, but from the inside. At the bottom of the ramp, there is a
tunnel that leads to a network of underground passages beneath the ruins. She
believes most of the tunnels existed to service the city’s infrastructure, but she
wonders if this particular tunnel might have been an escape route if the city
was under siege. After all, the Martians must have constructed the disintegra-
tion ray to protect the city from something.

40 FATE: WORLDS OF ADVENTURE


For most of the approach to the city, the tunnel is fifty feet wide, thirty feet
high, and straight as a ruler. There are no interior lights, which is why Tianlin
recommended lanterns. The walls, floor, and ceiling are smooth stone, with
no features other than a few squarish Martian sigils carved into the walls every
few hundred feet. The tunnel will continue this way for three-quarters of a
mile until it reaches the city tunnel network.

SAILS FULL OF STARS 41


From the moment the characters reach the first intersection, it will be clear
that the tunnel network is vast and complex. Cross-tunnels lead to other cross-
tunnels, and to steep ramps leading up and down to different tunnels. Wide
doorways will open to chambers filled with gigantic, dust-caked machines.
Narrow walkways will cross seemingly bottomless chasms whose walls are
lined with tarnished, house-sized canisters. The sigils inscribed on the walls
will become encyclopedic, as towering paragraphs accompanied by incompre-
hensible diagrams surround the characters at every turn.
The first, obvious obstacle the characters will encounter are the ramps,
which are Not Built for Humans. They are too steep and smooth to allow
easy passage on foot, even with the low gravity. If the PCs ask Tianlin how
she got past them, she will say “Carefully.” To represent the danger of tum-
bling down the stone slopes, the ramps will make a Great (+4) physical attack
against the group.
• The PCs can defend using Athletics. They can combine their defense
to get a teamwork bonus, but if this fails, each character in the team
receives the full shift value of the attack. For example, if the attack
exceeded the team’s defense by two shifts, each PC in the team would
suffer a two-shift hit.
• The NPC crew members defend once with Athletics, which is Average
(+1). Players can invoke aspects or use stunts to improve this defense,
but they cannot provide a teamwork bonus. If the crew fails to defend,
give them a Battered and Bruised aspect instead of stress or conse-
quences. This aspect will last until the assault on the tower is complete.
• If the group brought climbing equipment and employs it intelligently,
they can create an aspect such as Lashed Securely Together with a free
invoke to help get past the ramps.
• Assume that Tianlin gets past the ramps with some assistance, but
without suffering lasting harm.
The more insidious threat will be the psychological shock from the sheer
scale of the underground tunnels and machinery, which is beyond anything
ever constructed by human hands. Sometimes, the PCs will hear distorted
echoes that seem to speak in their own voices, but in some unknown lan-
guage. While navigating a tricky descent, they’ll hear a powerful grinding and
creaking from above, as if the ruins themselves are shifting their weight. At
one point, the player who rolls the best on Notice will hear the sound of dis-
tant scuttling, as if some enormous insect were moving in the shadows, even
though, by all accounts, there is no surviving native life on Mars.

42 FATE: WORLDS OF ADVENTURE


When most appropriate, the Unsettling Alien Atmosphere will deliver a
Superb (+6) mental attack against the group.
• The PCs defend against this attack using Will. Again, they can assist
each other to get a teamwork bonus, but each character in the team
receives the full shift value of the attack if the team’s defense fails.
• The NPC crew defends using Will, which is Mediocre (+0). Players
can assist with skills or aspects as appropriate, but cannot contribute a
teamwork bonus. If this defense fails, give the crew a Failing Courage
aspect instead of stress or consequences. This aspect will last until the
assault on the tower is complete.
• Tianlin has spent months in the ruins, so she’s accustomed to the
strangeness of it all.
Eventually, Tianlin will point out a round stone door at the end of a short
tunnel. She will explain that beyond this door is a ramp leading up to the base
of the Martian tower, and that she can open it with her purple metal plate
whenever the PCs are prepared.

The Tower
When the PCs enter the tower by way of the tunnels, they will bypass most of
the prepared defenses. If anyone approaches the tower on the surface, though,
they will first encounter sentries hidden in the surrounding buildings. There
are three pairs of these soldiers in different locations; at the first sign of an
approaching enemy, they will fire their rifles in the air. Due to these guards,
the neighborhood around the tower has the aspect Silent Sentinels, and the
soldiers have one free invoke on this aspect.
The tower is twenty stories high, and slender, only fifty feet across at the
base and twenty feet across at the summit. It is lime green, made of the same
translucent crystal as the other structures in the ruins. The crystal walls are a
foot thick and durable—only prolonged labor with picks and hammers, or a
heavy prometheum charge, could put a hole in one.
There is only one entrance at ground level, a thirty-foot-wide opening in
the east face. A few small windows allow light and air into the structure at
various points along its height, and at the top is a sheltered enclosure similar
to the top of a bell tower. A sharp-eyed observer might spot a green, gleaming
ten-foot-wide disk suspended in this enclosure.
In the base of the tower is a metallic pyramid, twenty feet across and twenty
feet high. This is the central mechanism of the disintegration ray. When acti-
vated from the control platform at the top of the tower, the pyramid projects
a green beam up through the center of the structure. The beam strikes the
crystal lens at the tower’s summit, and the lens directs the beam at the chosen
target.

SAILS FULL OF STARS 43


There are twenty soldiers stationed inside the tower on the east side of the
pyramid, behind sandbags, facing the east entrance. They are armed with
repeating rifles and bayonets, as well as two multi-barrel rotating rifles. The
rotating rifles are tripod-mounted weapons capable of a devastating rate of fire.
The soldiers themselves have the aspect Dug In, and the zone immediately
outside the east entrance has the aspect Focused Fire. The soldiers have one
free invocation on each aspect.
There are another twenty soldiers on the west side of the pyramid. These
soldiers are resting while their comrades are on duty. A stone ramp descends
underground here, leading to the door. Tianlin will lead the PCs to this
door—something, as far as the soldiers know, no one has ever figured out
how to open.
On the north side of the pyramid is a green crystal ramp ascending higher
into the tower. The ramp winds upward around the walls of the tower, leading
to the summit, while leaving a clear space through the center for the energy
beam. This ramp isn’t as steep as some of the ramps in the underground tun-
nels, but it is Smooth as Glass.
At the top of the tower, the ramp leads to a platform. On this platform
are the beam controls: a wide console made of the same green metal as the
pyramid in the tower’s base, with dials and levers marked with Martian sigils.
There are ten soldiers here, keeping watch over three nervous Martian sci-
entists who are responsible for operating the console. At this level, there are
wide openings in the tower walls, giving the scientists a clear view of their
surroundings so they can aim the disintegration ray. The console controls
are precise enough to hit any target within sight, out to the Martian horizon.
There is also a five-foot-wide hole in the floor here, and in the ceiling above,
which the energy beam passes through.
One more ramp leads up from here to the lens platform. The ten-foot-wide
crystal aiming lens is suspended from a rotating mount, which is controlled
from the console below.

44 FATE: WORLDS OF ADVENTURE


Destroying the Weapon
Tianlin knows that the beam projector at the base of the tower is tamper-proof
and nearly indestructible. The control console near the top of the tower is
more vulnerable. Prying off the console’s panels will reveal delicate metal and
crystal tubes, which the PCs can easily smash to bits.
As soon as the PCs attack, a few of the soldiers stationed at the tower will
break and run, disappearing into the ruins. At least one of the sentinels sur-
rounding the tower will do the same. They will head directly for Jiujiang to
tell the governor what happened. The governor will rescind his orders for the
ground defense guns to hold their fire, and will send soldiers to the sky harbor
to demand answers from the five remaining ship captains.
If the PCs rush back to Jiujiang after disabling the ray controls, they
might reach the Half Moon while the fifty soldiers guarding the harbor are
still unaware of what happened. In this case, the PCs could coordinate with
Captain Lafarge and the other captains to attack and disable the ground
defense guns. Since the combined ship crews outnumber the soldiers by
better than ten to one, the soldiers won’t be able to put up much resistance.
You could play this attack as a challenge rather than a conflict, just to see
if the soldiers manage to harm the PCs or damage the Half Moon before
they’re overwhelmed. Individual tasks in the challenge might include fighting
through the general melee in the port, taking control of the ground defense
guns, or turning back soldiers attempting to board the Half Moon. Give these
tasks Fair (+2) opposition.
If the PCs delay their return, they will arrive to find a hundred soldiers
guarding the harbor and the defense guns. These forewarned and well-armed
soldiers will provide Great (+4) opposition to the challenge of leaving port.
The governor will always keep fifty soldiers in reserve to guard his walled estate
against unruly peasants and sailors.
When all five ships leave the harbor, the Saint Lazare’s sails will develop
a problem. Upon unfolding their masts, their upper mainmast will fail to
lock into place, and will flop back against the hull. If the Half Moon pauses
or approaches, the Saint Lazare will signal them to proceed. When the Half
Moon departs, the Saint Lazare will still be in low orbit, its crew still trying to
repair their masts.

SAILS FULL OF STARS 45


Rheostorm!
After a day of flight, one of the PCs serving a lookout shift will notice that a
ship is approaching from behind. At first, the other ship will be merely a dot
seen through a spyglass, but as the ship approaches it will become clear that it
is trying to intercept the Half Moon.
This is the Saint Lazare. While the Lazare was stuck in orbit around Mars,
they received a high-powered lantern signal from Jiujiang with a business
proposition. Initially suspicious, Captain Lafarge brought her ship down
in the desert to meet a messenger from the governor. The governor offered
Lafarge a substantial reward to capture and bring back the Half Moon, along
with all its crew and passengers.
When Fu An heard that the PCs had emerged from the underground tun-
nels to attack the tower, he deduced that Sophia was with them. Also, based
on the language and appearance of the sailors who attacked the tower, he also
assumed that the crew of the Half Moon made the attack, since only the Half
Moon had a predominantly Arabic crew. He concluded that the Half Moon
carried Sophia off of Mars, so he sent the Saint Lazare to fetch her.
At first, the PCs will not be able to identify their pursuer as the Saint Lazare.
They will see that the ship is larger than the Half Moon and has better sails—it
will be able to catch the Half Moon even if the PCs put on full sail. The PCs
might consider out-navigating their pursuers, but before long the ship’s rheus-
sounding instruments will detect that a rheostorm is forming.
Normally, it’s possible to identify an approaching storm up to a day in
advance, but this storm is likely to break within the hour, and the PCs know
it. When a rheostorm is approaching, standard practice is to retract the sails. If
the PCs choose to do this, though, they will be coasting on inertia, with only
the momentum they had before bringing the sails down. If the Saint Lazare
keeps its sails up, it will keep accelerating and might catch up.
If the PCs want to avoid confrontation entirely, they could attempt to “run
dark” by extinguishing the ship’s running lanterns and interior lights, and by
retracting the sails, which are somewhat reflective. This will only work if done
while the Saint Lazare is at extreme range, before the PCs can determine its
identity. By making a final, hasty maneuver before retracting the sails, the PCs
can leave the Lazare in doubt as to which direction the Half Moon was headed

46 FATE: WORLDS OF ADVENTURE


before it disappeared. Performing this maneuver is a Sail roll, opposed by the
Saint Lazare in two separate rolls with Notice and Sail. If the Lazare’s Notice
roll beats the PCs’ Sail roll, the Lazare’s lookouts will spot the Half Moon. If
the Lazare’s Sail roll is higher than the PCs, the Lazare’s navigator will cor-
rectly predict which way the Half Moon was headed. If the Half Moon initially
eludes the Saint Lazare, Captain Lafarge will retract her sails until the rhe-
ostorm passes, and will then make one more attempt to find the Half Moon,
which is resolved just like the initial attempt. If this second attempt also fails,
the Saint Lazare will have no choice but to abandon the chase.
If the PCs do not attempt to disappear, the Saint Lazare will get close enough
for the PCs to identify it before the rheostorm breaks. Captain Lafarge will
transmit a message using her ship’s lanterns, explaining that she wants “the
alchemist,” and is willing to buy her from the PCs. If the PCs refuse or do not
respond, Lafarge will send another message threatening to capture and board
the Half Moon.
The PCs’ decision to keep their sails up or put them down will dictate what
happens next. Regardless of what the players choose, these things happen:
• The Rheostorm aspect is in effect over the scene.
• At the beginning of every turn, if a ship has its sails up, the storm will
make a Fair (+2) attack against that ship. Ships defend against this
attack using Sail.
• Whenever possible, Captain Lafarge will use Provoke to drive her crew,
imposing aspects such as Work Faster, You Dogs!, which they invoke
to improve their rolls. During the rheostorm, however, the storm’s fury
provides Fair (+2) opposition to both ships’ attempts to create aspects
on crew to improve their performance.
If the PCs keep their sails up, the scene becomes a chase through the fury of
the rheostorm, with victory going to the ship that can keep its sails intact the
longest. Run this chase as a contest.
If the PCs bring their sails down, they will find that the Saint Lazare catches
up to them quickly, and will fire on them just as the rheostorm breaks. The
PCs might decide to raise their sails again, to flee or to maneuver in battle, but
they won’t be able to escape without a fight.

SAILS FULL OF STARS 47


Betrayal
As the Half Moon approaches Earth, Sophia will consider her plans for build-
ing a new laboratory. To pursue the principles she discovered in the Martian
ruins, she knows that she needs a top-class laboratory, filled with the finest
equipment and a stock of rare alchemical components. She will realize that
the gemstones she stole from the ruins will not be worth enough to pay for
everything she needs. Seeing an opportunity, she will decide to bring the Half
Moon under her power so that she can sell the ship, its cargo, and its crew.
She will attempt to gain access to the alchemical supplies in the ship’s doc-
tor’s room. There are enough chemicals commonly available in public areas
of the ship for her to concoct a small amount of acid, which she can use to
dissolve the lock to the doctor’s door when no one is looking.
Once she has access to medical chemicals, she will formulate a gas that will
flood the ship, rendering its crew unconscious. The gas imposes Knockout
Gas over the entire ship, and makes a Good (+3) physical attack against every-
one inside once per exchange. Characters defend against this attack using
Physique.
Sophia will also mix a solution to render herself immune to the sleep gas.
When she is the only person still conscious on board, she will try to find the
ship’s navigator, inject him with a slow poison, and then awaken him. With
a pistol in her hand, she will inform the navigator that he will die unless he
pilots the ship to Tripoli. Once there, Sophia will put the navigator back to
sleep and administer the antidote as promised. Then she will sell the ship’s
crew into slavery, and will sell the ship and its cargo as swiftly as she can.
Give at least one PC the opportunity to catch Sophia in the act while she’s
scavenging the chemicals she needs for her plan. She’ll try to hide what she’s
doing, with a combination of subterfuge and lies, but she is an alchemist, not
a burglar, as her skill ratings reflect.
If Sophia is somehow fortunate enough to collect and mix her chemicals
undetected, and release the gas into the ship, NPC crew members will start
to drop quickly. More durable characters will have a little time to react before
falling unconscious. Characters who can get to breathing masks or pressure
helmets will be able to protect themselves from the gas. If someone can reach
the atmosphere refresher tanks in the engine room, she could increase the flow
of the impurity-scrubbing chemicals and speed up the air pumps in order to
remove the sleep gas from the ship. Setting the refresher correctly is an over-
come action using Craft or Alchemy of Fair (+2) difficulty.
In the worst case, if Sophia gets her way, the PCs will wake to find them-
selves prisoners in a Tripoli slave market. What happens next would be the
subject of another adventure.

48 FATE: WORLDS OF ADVENTURE


Extra Subplots
You can add drama to this adventure by introducing more elements that con-
nect to the players’ aspects. Here are a few suggestions.

A Fistful of Francs
This subplot is suitable for characters with a criminal history or a mercenary
nature.
Farouk, the owner of a small tea shop near the Jiujiang sky harbor, recog-
nizes one of the PCs and asks for her help. He is running a drug smuggling
operation out of his shop, moving hallucinogens harvested from the dark seas
of Neptune to markets on Earth. He has kept this side business hidden from
the colonial governor in order to avoid sharing his profits. Wenjuan, the wife
of the harbormaster, has become aware of Farouk’s dealings. She’s been black-
mailing him, threatening to spill his secret to her husband. Farouk will pay or
pressure the PCs to put an end to Wenjuan’s threats, by any means necessary.
Wenjuan is an experienced black marketeer in her own right, and she will offer
to outbid Farouk if the PCs can help her take control of Farouk’s operation.

The Algorithm
This subplot is best for academically oriented characters or for anyone suscep-
tible to handsome, young mathematicians.
Somewhere in the crowded alleys of Jiujiang, one of the PCs runs across
a badly wounded European man. Edmond is a French mathematician who
claims to have devised a system for improving the calculating power of arith-
metic mills tenfold. He also claims that a secret society called the Watchmaker’s
Guild is trying to prevent him from publishing his discovery. He fled Earth to
save his life, but a Guild assassin pursued him to Mars and nearly killed him.
He had paid for passage on the Dolorosa, but the assassination attempt caused
him to miss the ship’s departure. His story sounds irrational, but there truly
is an assassin hunting him: a woman who has a variety of deadly mechanical
equipment grafted into her body.

SAILS FULL OF STARS 49


Dreams of Dragons
This subplot is best for characters who are interested in scientific curiosities or
who are merely impulsive.
A peddler sells one of the PCs a pendant with a multicolored stone, on
which is a rough engraving of a dragon. The stone appears to be nothing but
a worthless scrap of Martian rock, but the peddler insists that it is a good luck
charm, retrieved from the nearby ruins. If the PC brings the pendant into the
tunnels beneath the ruins, it will begin to tug her toward a large chamber that
holds a rainbow-hued crystal shard. A character who rolls at least Good (+3)
using Lore will have heard stories that crystals like this are pieces of dragon’s
eggs, worth a fortune to any alchemist wise enough to recognize it. This shard
is guarded by several ancient Martian traps, but these are not the only dangers
the crystal carries. If the PCs take the crystal off-planet, the crew will begin to
suffer dreams of being watched by a vast, powerful, inhuman presence. Fear
and fatigue will plague the crew. Sophia Reinking, whose will is stronger than
most, will take advantage of this when she attempts to seize control of the
ship. Only giving away or throwing away the shard will free the crew of the
crystal’s influence.

50 FATE: WORLDS OF ADVENTURE

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